Enriching 3-D Video Games on Multicores

Romain Cledat, T. Kumar, Jaswanth Sreeram, S. Pande
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Abstract

The introduction of multicore processors on desktops and other personal computing platforms has given rise to multiple interesting end-user application possibilities. One important trend is the increased presence of resource hungry applications like gaming and multimedia applications. One of the key distinguishing factors of these applications is that they are amenable to variable semantics (ie, multiple possibilities of results) unlike traditional applications wherein a fixed, unique answer is expected. For example, varying degrees of image processing improves picture quality, different model complexities used in game physics allow different degrees of realism during game play, and so on. The goal of this paper is to demonstrate that scalable semantics in applications such as video games can be enriched with optional tasks that can be launched and thus adapt to the amount of available resources at runtime. We propose a C/C++ API that allows the programmer to define how the current semantics of a program can be opportunistically enriched, as well as the underlying runtime system that orchestrates the different computations We show how this infrastructure can be used to enrich a well known game called Quake 3. Our results show that it is possible to perform significant enrichment without degrading the application's performance by utilizing additional cores.
在多核上丰富3d视频游戏
在台式机和其他个人计算平台上引入多核处理器已经产生了多种有趣的终端用户应用程序的可能性。一个重要的趋势是,游戏和多媒体应用程序等资源密集型应用程序的出现越来越多。这些应用程序的一个关键区别因素是,它们可以适应可变语义(即,结果的多种可能性),而不像传统应用程序那样期望一个固定的、唯一的答案。例如,不同程度的图像处理可以提高图像质量,游戏物理中使用的不同模型复杂性可以在游戏过程中实现不同程度的真实感,等等。本文的目标是证明应用程序(如视频游戏)中的可伸缩语义可以通过可启动的可选任务来丰富,从而适应运行时可用资源的数量。我们提出了一个C/ c++ API,它允许程序员定义程序的当前语义,以及协调不同计算的底层运行时系统。我们展示了如何使用这个基础设施来丰富著名的游戏《雷神之锤3》。我们的结果表明,通过使用额外的内核,可以在不降低应用程序性能的情况下进行显著的富集。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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